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Genetics: The Good, The Bad and The Ugly
#42
Stability doesn't prevent sharing powers with other players, it just prevents a single person (like, say, a geneticist) from loading themselves up with every power in the book.

Personally, I think injectors should be almost impossible to get during a normal round without the participation of at least one other human. I'm sympathetic to geneticists but if you want to incentivize a behavior, gating the cool stuff behind that behavior is worth a shot, especially since attempts to incentivize that behavior by giving the geneticists more cool stuff have consistently and totally backfired. I think it's time to make the shitty behavior harder and less rewarding.

Of course, we also need to make it easier to find experimental subjects. The obvious one is to make being in the genetics scanner less unpleasant, since it is both risky and utterly boring currently. Right now, there are only two common experiences more boring than being in a genetics scanner - being sleepypenned/neurotoxined, or being cloned, both of which render you blind, deaf, and completely unable to move for the duration. That does suggest one potential remedy, though: Geneticists have trouble getting people to climb into a pod and not move for several minutes, there is already a pod in genetics that people will gladly allow themselves to be pulled into despite the fact that it renders them blind, deaf, and immobile for a couple of minutes. So why not make the clobing pod double as a genetics scanner? Not only does it encourage cloning, but it gives a geneticist the opportunity to scan and experiment on everybody they clone, and it gives them captive subjects who are guaranteed to be in the pod for a certain period of time. And as an extra bonus, it allows for more usage of the joke genes, because it's a lot harder to complain about being turned into a fat smelly glowing fire-resistant Swedish dwarf when it was done by the person who brought you back from the dead.
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